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View Full Version : No movement required for Bases


Trachmyr
April 17th, 2001, 01:24 AM
Do you think MM should change bases so they don't need "remaining movement" for stellar manipulation componets? (so they could use them!) yes/no

Suicide Junkie
April 17th, 2001, 01:31 AM
I think that the stellar manip components should have an ability -"requires remaining movement".

Then you can turn the Base-StellarManip on and off for different types of SM.

More modding options will never hurt.

Trachmyr
April 17th, 2001, 07:27 AM
That would be even better, but I would settle for MM to simply change it so bases can use Warp point open/closers and planet/star busters (Oh, you think you've captured my system... but If I can't have it then nobody will. Activate the Doomsday protocol!)

Possum
April 17th, 2001, 10:42 AM
Then how the heck do you make a ringworld? The ringworld generator is too huge to put on anything but a base, and the base can't have movement points, how does that work anyways?

Triumvir Emphy
April 17th, 2001, 12:34 PM
You build ship based shipyards, move to a star and build the bases with ringworlds components there onsite.

DirectorTsaarx
April 17th, 2001, 05:05 PM
And, obviously, the Ringworld/Sphereworld creator component doesn't require remaining movement. Don't know why it's treated differently than other SM components...

LazarusLong42
April 17th, 2001, 05:14 PM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by DirectorTsaarx:
And, obviously, the Ringworld/Sphereworld creator component doesn't require remaining movement. Don't know why it's treated differently than other SM components...<HR></BLOCKQUOTE>

Simple. Because you can't build it on anything but a SB. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

LL

DirectorTsaarx
April 17th, 2001, 08:31 PM
Thanks, Lazarus...

Actually, I mistyped - I meant, I don't know HOW it's different from the other components. In other words, what did MM do differently to the code to make the ringworld/sphereworld components not require movement. After all, if it was just something in the data files, the modders would have "fixed" other components to work the same way...

Lucanos
April 18th, 2001, 02:29 AM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Possum:
Then how the heck do you make a ringworld? <HR></BLOCKQUOTE>

Mabbe ya just don't...

raynor
April 18th, 2001, 06:22 AM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Lucanos:
Mabbe ya just don't...<HR></BLOCKQUOTE>

I have seen the light!

Err... I mean, I have seen a ringworld. They *do* exist! At least, I hope they do, I think I've read a hundred Posts now that talk about how to build them faster. :-)

Trachmyr
April 18th, 2001, 06:42 AM
Oh ringworlds exists... One game I had 3 sphereworlds, 1 around each star in a trinary system. Talk about overkill!

rdouglass
April 18th, 2001, 02:02 PM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Trachmyr:
Oh ringworlds exists... One game I had 3 sphereworlds, 1 around each star in a trinary system. Talk about overkill!<HR></BLOCKQUOTE>

Nah..I don't think they're overkill, they can make for a cool game. I've said this before in other Posts, but you should try it. Build a sphereworld, put a few WP's and orbiting SY's on / around it. Then give EVERYTHING ELSE away to the AI (except anything in orbit around your SW so you don't get blockaded). Makes for a cool game IMO. It takes a little while to get to that point, but it really gives you a 'underdog' feeling without a base (points, etc.) to work with.

Sirkit
April 18th, 2001, 04:17 PM
The first time I made a sphereworld I had intended to make a ring world but I mis counted the number of facilities required (oops!) the damn thing almost sent me into bankrupcy! Thats what you get for not mining and just focusing on research (I had closed the warp points to my only enemy in the dead zone ( burn planets burn http://www.shrapnelgames.com/ubb/images/icons/icon7.gif )